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Add logging for flee
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@ -112,6 +112,7 @@ namespace Logs {
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AICastBeneficialClose,
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AoeCast,
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EntityManagement,
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Flee,
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MaxCategoryID /* Don't Remove this */
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};
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@ -183,6 +184,7 @@ namespace Logs {
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"AI Cast Beneficial Close",
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"AOE Cast",
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"Entity Management",
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"Flee",
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};
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}
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@ -541,6 +541,16 @@
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OutF(LogSys, Logs::Detail, Logs::EntityManagement, __FILE__, __func__, __LINE__, message, ##__VA_ARGS__);\
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} while (0)
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#define LogFlee(message, ...) do {\
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if (LogSys.log_settings[Logs::Flee].is_category_enabled == 1)\
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OutF(LogSys, Logs::General, Logs::Flee, __FILE__, __func__, __LINE__, message, ##__VA_ARGS__);\
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} while (0)
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#define LogFleeDetail(message, ...) do {\
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if (LogSys.log_settings[Logs::Flee].is_category_enabled == 1)\
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OutF(LogSys, Logs::Detail, Logs::Flee, __FILE__, __func__, __LINE__, message, ##__VA_ARGS__);\
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} while (0)
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#define Log(debug_level, log_category, message, ...) do {\
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if (LogSys.log_settings[log_category].is_category_enabled == 1)\
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LogSys.Out(debug_level, log_category, __FILE__, __func__, __LINE__, message, ##__VA_ARGS__);\
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@ -30,51 +30,65 @@ extern Zone* zone;
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#define FEAR_PATHING_DEBUG
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//this is called whenever we are damaged to process possible fleeing
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void Mob::CheckFlee() {
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void Mob::CheckFlee()
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{
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// if mob is dead why would you run?
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if(GetHP() == 0) {
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if (GetHP() == 0) {
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return;
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}
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// if were already fleeing, don't need to check more...
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if(flee_mode && currently_fleeing) {
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if (flee_mode && currently_fleeing) {
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return;
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}
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//dont bother if we are immune to fleeing
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if(GetSpecialAbility(IMMUNE_FLEEING) || spellbonuses.ImmuneToFlee) {
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if (GetSpecialAbility(IMMUNE_FLEEING) || spellbonuses.ImmuneToFlee) {
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LogFlee("Mob [{}] is immune to fleeing via special ability or spell bonus", GetCleanName());
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return;
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}
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// Check if Flee Timer is cleared
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if(!flee_timer.Check()) {
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if (!flee_timer.Check()) {
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return;
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}
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int hpratio = GetIntHPRatio();
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int fleeratio = GetSpecialAbility(FLEE_PERCENT); // if a special flee_percent exists
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Mob *hate_top = GetHateTop();
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int hp_ratio = GetIntHPRatio();
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int flee_ratio = GetSpecialAbility(FLEE_PERCENT); // if a special flee_percent exists
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Mob *hate_top = GetHateTop();
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LogFlee("Mob [{}] hp_ratio [{}] flee_ratio [{}]", GetCleanName(), hp_ratio, flee_ratio);
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// Sanity Check for race conditions
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if(hate_top == nullptr) {
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if (hate_top == nullptr) {
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return;
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}
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// If no special flee_percent check for Gray or Other con rates
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if(GetLevelCon(hate_top->GetLevel(), GetLevel()) == CON_GRAY && fleeratio == 0 && RuleB(Combat, FleeGray) && GetLevel() <= RuleI(Combat, FleeGrayMaxLevel)) {
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fleeratio = RuleI(Combat, FleeGrayHPRatio);
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} else if(fleeratio == 0) {
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fleeratio = RuleI(Combat, FleeHPRatio );
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if (GetLevelCon(hate_top->GetLevel(), GetLevel()) == CON_GRAY && flee_ratio == 0 && RuleB(Combat, FleeGray) &&
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GetLevel() <= RuleI(Combat, FleeGrayMaxLevel)) {
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flee_ratio = RuleI(Combat, FleeGrayHPRatio);
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LogFlee("Mob [{}] using combat flee gray hp_ratio [{}] flee_ratio [{}]", GetCleanName(), hp_ratio, flee_ratio);
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}
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else if (flee_ratio == 0) {
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flee_ratio = RuleI(Combat, FleeHPRatio);
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LogFlee("Mob [{}] using combat flee hp_ratio [{}] flee_ratio [{}]", GetCleanName(), hp_ratio, flee_ratio);
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}
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// Mob does not have low enough health to flee
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if(hpratio >= fleeratio) {
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bool mob_has_low_enough_health_to_flee = hp_ratio >= flee_ratio;
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if (mob_has_low_enough_health_to_flee) {
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LogFlee(
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"Mob [{}] does not have low enough health to flee | hp_ratio [{}] flee_ratio [{}]",
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GetCleanName(),
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hp_ratio,
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flee_ratio
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);
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return;
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}
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// Sanity Check this should never happen...
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if(!hate_top) {
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if (!hate_top) {
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currently_fleeing = true;
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StartFleeing();
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return;
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@ -82,14 +96,14 @@ void Mob::CheckFlee() {
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int other_ratio = hate_top->GetIntHPRatio();
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// If the Client is nearing death the NPC will not flee and instead try to kill the client.
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if(other_ratio < 20) {
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if (other_ratio < 20) {
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return;
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}
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// Flee Chance checking based on con.
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uint32 con = GetLevelCon(hate_top->GetLevel(), GetLevel());
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int flee_chance;
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switch(con) {
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int flee_chance;
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switch (con) {
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//these values are not 100% researched
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case CON_GRAY:
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flee_chance = 100;
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@ -108,13 +122,29 @@ void Mob::CheckFlee() {
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break;
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}
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LogFlee(
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"Post con-switch | Mob [{}] con [{}] hp_ratio [{}] flee_ratio [{}] flee_chance [{}]",
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GetCleanName(),
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hp_ratio,
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flee_ratio
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);
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// If we got here we are allowed to roll on flee chance if there is not other hated NPC's in the area.
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// ALWAYS_FLEE, skip roll
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// if FleeIfNotAlone is true, we skip alone check
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// roll chance
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if (GetSpecialAbility(ALWAYS_FLEE) ||
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((RuleB(Combat, FleeIfNotAlone) || entity_list.GetHatedCount(hate_top, this, true) == 0) &&
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zone->random.Roll(flee_chance))) {
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((RuleB(Combat, FleeIfNotAlone) || entity_list.GetHatedCount(hate_top, this, true) == 0) &&
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zone->random.Roll(flee_chance))) {
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LogFlee(
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"Passed all checks to flee | Mob [{}] con [{}] hp_ratio [{}] flee_ratio [{}] flee_chance [{}]",
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GetCleanName(),
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hp_ratio,
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flee_ratio,
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flee_chance
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);
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currently_fleeing = true;
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StartFleeing();
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}
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@ -160,7 +190,8 @@ void Mob::ProcessFlee()
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}
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}
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void Mob::CalculateNewFearpoint() {
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void Mob::CalculateNewFearpoint()
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{
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if (RuleB(Pathing, Fear) && zone->pathing) {
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auto Node = zone->pathing->GetRandomLocation(glm::vec3(GetX(), GetY(), GetZ()));
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if (Node.x != 0.0f || Node.y != 0.0f || Node.z != 0.0f) {
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@ -170,9 +201,7 @@ void Mob::CalculateNewFearpoint() {
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return;
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}
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Log(Logs::Detail,
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Logs::Pathing,
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"No path found to selected node during CalculateNewFearpoint.");
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LogPathing("No path found to selected node during CalculateNewFearpoint.");
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}
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}
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@ -4011,10 +4011,9 @@ void Mob::BuffFadeBySlot(int slot, bool iRecalcBonuses)
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break;
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}
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case SE_ImmuneFleeing:
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{
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if(RuleB(Combat, EnableFearPathing)){
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if(flee_mode) {
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case SE_ImmuneFleeing: {
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if (RuleB(Combat, EnableFearPathing)) {
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if (flee_mode) {
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currently_fleeing = true;
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CheckFlee();
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break;
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